// Copyright (c) 2008-2010, Arne Claus
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are permitted provided that the 
// following conditions are met:
//
// - Redistributions of source code must retain the above copyright notice, this list of conditions and the following 
//   disclaimer.
// - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following 
//   disclaimer in the documentation and/or other materials provided with the distribution.
// - Neither the name Arne Claus nor the names of any contributors may be used to endorse or promote products
//   derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, 
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE 
// USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#ifndef __INCLUDED_CRL_SHADER_DESCRIPTOR_H_
#define __INCLUDED_CRL_SHADER_DESCRIPTOR_H_

#include "CRL_Defines.h"
#include "CRL_ShaderSourceDescriptor.h"
#include <string>

CB_SUBNAMESPACE_START(RenderLib)

class CShaderProgramDescriptor
{
public:
	
	#define ENUM_ITEM(_Name, _Class) _Name,
	enum ELanguageType
	{
		__ELanguageTypeBegin = -1,
		#include "CRL_ShaderModelsEnum.h"
		NumLanguageTypes
	};
	#undef ENUM_ITEM
	
	static const char* s_LanguageTypeNames[NumLanguageTypes];
	
public:
	
	CShaderProgramDescriptor() : m_LanguageType(CG) {}
	
	void SetLanguage(ELanguageType _Type)	{ m_LanguageType = _Type; }
	ELanguageType GetLanguage() const		{ return m_LanguageType; }
	
	void ReadDescriptorFile(const char* _pFileName);
	const CShaderSourceDescriptor& GetShaderSource(ELanguageType _Language) const;
	
private:
	
	template <typename TClass>
	void SerializeDescriptor(ISerializer& _rSerializer, ELanguageType _Type, const char* _pName)
	{
		if (m_SourceDescriptor[_Type] != NULL) 
			delete m_SourceDescriptor[_Type];
		
		m_SourceDescriptor[_Type] = new TClass();
		_rSerializer.Serialize(*m_SourceDescriptor[_Type], _pName);
	}
	
private:
	
	CShaderSourceDescriptor* m_SourceDescriptor[NumLanguageTypes];
	ELanguageType			 m_LanguageType;
};

CB_SUBNAMESPACE_END

#endif